Aspect of Vecna

by CaptainNemo

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Aspect of Vecna

Medium Undead, Lawful Evil


  • Armor Class 19 (Natrual Armor)
  • Hit Points 533 (27d20+250)
  • Speed 30 ft, fly 120 ft

STR DEX CON INT WIS CHA
16 (+3) 18 (+4) 20 (+5) 30 (+10) 30 (+10) 29 (+9)

  • Saving Throws Con +14, Cha +18, Int +19, Wis +19
  • Skills Arcana +28, History +19, Insight +19, Perception +19
  • Damage Resistances cold, lightning
  • Damage Immunities necrotic, poison; bludgeoning, piercing, and slashing from nonmagical attacks
  • Condition Immunities charmed, deafened, frightened, paralyzed, poisoned, stunned
  • Senses Truesight 120 ft., Passive Perception 29
  • Languages All Languages
  • Challenge 30 (155,000 XP) Proficiency Bonus +9

Arcane Secrets. As a god Vecna learned some of the multiverse's greatest secrets allowing him to prepare spells from any class and use them without materials.

Divine Artifacts. Due to connection with The Book of Vile Darkness, Vecna can use item without any of the risks. He also gains of the abilities of the Eye and Hand of Vecna without having them or any of the risks.

Wish Resistant. The Wish spell cannot directly effect Vecna without his permission

Legendary Resistance (5/Day). If Vecna fails a saving throw, he can choose to succeed instead.

Magic Resistance. Vecna has advantage on saving throws against spells and other magical effects.

Reawakening (Recharges after a Short or Long Rest). If Vecna was reduced to 0 hit points, his current hit point total instead resets to 500 hit points, his spell slots are restored, and charges expended using abilities from the Eye and Hand of Vecna are regained and he regains any expended uses of Legendary Resistance. Additionally, the aspect can now use the options in the "Mythic Actions" section for 1 hour. Award a party an additional 155,000 XP (310,000 XP total) for defeating the aspect of Vecna after his Reawakening activates.

Regeneration. Vecna regains 30 hit points at the start of his turn.

Special Equipment. Vecna carries a magic dagger named Afterthought. In the hands of anyone other than Vecna, Afterthought is a +2 dagger. In addition Vecna carries The Book of Vile Darkness on his person

Transending Undeath. Vecna and any spells he casts can choose to ignore effects or restrictions regarding undead creatures

Undying. If Vecna is slain, his soul refuses to accept its fate and lives on as a disembodied spirit that fashions a new body for itself after 1d100 years.

Spellcasting. Vecna is a 20th-level spellcaster. His spellcasting ability is Intelligence (spell save DC 27, +19 to hit with spell attacks). Vecna has the following spells prepared:

Cantrips (at will): eldritch blast, mage hand, prestidigitation, ray of frost

1st level (at will): absorb elements, detect magic, dissonant whispers, hex, shield

2nd level (at will): detect thoughts, hold person, invisibility, mirror image, phantasmal force

3rd level (at will): animate dead, dispel magic, fly, lightning bolt, revivify

4th level (3 slots): banishment, blight, dimension door, Otiluke's resilient sphere

5th level (3 slots): maelstrom, negative energy flood, scrying, temporal shunt

6th level (3 slots): circle of death, scatter, disintegrate, globe of invulnerability

7th level (3 slots): finger of death, forcecage, plane shift, tether essence

8th level (2 slots): Abi-Dalzim's horrid wilting, dominate monster, feeblemind, reality break

9th level (2 slots): power word heal, power word kill, time ravage, weird

Actions

Multiattack. Vecna uses Flight of the Damned (if available), Rotten Fate, or Spellcasting. He then makes two attacks with Afterthought.

Afterthought. Melee Weapon Attack: +15 to hit, reach 5 ft., one target. Hit: 8 (1d4 + 6) piercing damage plus 9 (2d8) necrotic damage. If the target is a creature, it is afflicted by entropic magic, taking 9 (2d8) necrotic damage at the start of each of its turns. Immediately after taking this damage on its turn, the target can make a DC 20 Constitution saving throw, ending the effect on itself on a success. Until it succeeds on this save, the afflicted target can't regain hit points.

Flight of the Damned (Recharge 5–6). Vecna conjures a torrent of flying, spectral entities that fill a 120-foot cone and pass through all creatures in that area before dissipating. Each creature in that area must make a DC 22 Constitution saving throw. On a failed save, the creature takes 36 (8d8) necrotic damage and is frightened of Vecna for 1 minute. On a successful save, the creature takes half as much damage and isn't frightened. A frightened creature can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success.



Rotten Fate. Vecna causes necrotic magic to engulf one creature he can see within 120 feet of himself. The target must make a DC 22 Constitution saving throw, taking 96 (8d8 + 60) necrotic damage on a failed save, or half as much damage on a successful one. A Humanoid killed by this magic rises as a undead with half it's max hp at the start of Vecna's next turn and acts immediately after Vecna in the initiative order. The undead is under Vecna's control.

Bonus Actions

Vile Teleport. Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see. He can cause each creature of his choice within 15 feet of his destination space to take 10 (3d6) psychic damage. If at least one creature takes this damage, Vecna regains 80 hit points

Reactions

Vecna can take up to three reactions per round but only one per turn.

Dread Counterspell. Vecna utters a dread word to interrupt a creature he can see that is casting a spell. If the spell is 4th level or lower, it fails and has no effect. If the spell is 5th level or higher, Vecna makes an Intelligence check (DC 10 + the spell's level). On a success, the spell fails and has no effect. Whatever the spell's level, the caster takes 10 (3d6) psychic damage if the spell fails.

Fell Rebuke. In response to being hit by an attack, Vecna utters a fell word, dealing 10 (3d6) necrotic damage to the attacker, and Vecna teleports, along with any equipment he is wearing or carrying, up to 30 feet to an unoccupied space he can see.

Legendary Action

Vecna can take 3 legendary actions, choosing from the options below. Only one legendary action option can be used at a time, and only at the end of another creature's turn. Vecna regains spent legendary actions at the start of his turn.

Attack. Vecna makes an attack with Afterthought or if available Flight of the Damned

At Will Spell. Vecna casts one of his at-will spells.

Frightening Gaze (Costs 2 Actions). Vecna fixes his gaze on one creature he can see within 10 feet of him. The target must succeed on a DC 22 Wisdom saving throw against this magic or become frightened for 1 minute. The frightened target can repeat the saving throw at the end of each of its turns, ending the effect on itself on a success. If a target's saving throw is successful or the effect ends for it, the target its immune to Vecna's gaze for the next 24 hours.

Mythic Actions

If Vecna's Reawakening trait has activated in the last hour, he can use the options below as legendary actions.

Eldtrich Secret(Costs 3 Actions). Vecna reveals a horrific secret of the multiverse. Up to 3 creatures of Vecna's choice who heard the secret must make a DC 27 wisdom saving throw. On a failed save the creature must take 39 (6d12) and gains an effect from the Short Term Madness chart in the DMG. On a successful save, the creature takes half as much damage and can't gain a form of Short Term Madness for 24 hours.

Multiversal Secrets(Costs 3 Actions). Vecna targets a creature within 30 ft of him. The creature must succeed on a DC 27 Charisma saving throw or take 44 (8d10) psychic damage and under the effects of the spell Banishment and is sent to a place of the DM's choice which includes: Dragonlance, Eberron, Greyhawk, Pandemonium, Planescape, Ravenloft, Spelljammer, The Nine Hells, The Underdark, or The Forgotten Realms. Vecna can concentrate on the banishment and another spell at the same time. However they will require separate Constitution saving throws to maintain. If a creature is successful on a save or the spells effect ends they cannot be effected for 24 hours.

Regional Effects

Aura of Paranoia. Every 24 hours a hostile creature is within 1 mile of Vecna's lair they must make a DC 22 Wisdom saving throw. On a failed save they feel as if their companions are lying to them, keeping secrets and saying cruel insults just out of earshot. They can retry the save in 24 hours.

Eerie Whispers. Creatures within 1 mile of Vecna's lair can hear eerie whispers and chants.

The Whispered One. Anyone who says Vecna's name takes 2d10 psychic damage (no save), must make a DC 17 intelligence save or be cursed, and is unable to speak for 1d10 minutes, after which the curse ends. The damage increases by 1d10 each time you do it again all the way to 5d10 and reduced by 2d10 every 24 hours his name isn't spoken. Whispering his name doesn't make the curse activate.

Cultists of Vecna

Vecna grants abilities to his most loyal cultists. They can the Cursed Luck trait, and his cult leaders can also gain the Worshipers Secrets trait.

Cursed Luck (Recharges after a Short or Long Rest). When a cultist fails a an attack roll, an ability check, or a saving throw they can roll an additional d20 and choose the roll they want.

Worshipers Secrets. Those with this trait have access to both the Cleric and Warlocks spell lists.

Lair Actions

On initiative count 20 (losing initiative ties) Vecna takes a lair action to cause one of the following effects; Vecna cannot use the same effect two rounds in a row:

Hand of Undeath. Vecna points at an entity in his lair and subjects them to Finger of Death

All Moving Eye. A creature Vecna can see within 60 feet of himself must make a DC 22 Wisdom save or restrained for a round.

Secret Armies. Vecna can summon 4 servants to aid him in battle. These servants could be a Deathlock, Ghost, Revenant, or Wraith

The Chime of Exile. This magic item will not work until Vecna is in his Reawakened phase.

 

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